/*
 * Copyright (C) 2016+     AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
 * Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
 */

/* ScriptData
SDName: Boss_Hex_Lord_Malacrass
SD%Complete:
SDComment:
SDCategory: Zul'Aman
EndScriptData */

#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "SpellScript.h"
#include "SpellAuraEffects.h"
#include "zulaman.h"

enum Says
{
    SAY_AGGRO = 0,
    SAY_KILL_ONE,
    SAY_KILL_TWO,
    SAY_DRAIN_POWER,
    SAY_SPIRIT_BOLTS,
    SAY_DEATH
};

enum Creatures
{
    NPC_TEMP_TRIGGER                = 23920
};

enum Spells
{
    SPELL_SPIRIT_BOLTS              = 43383,
    SPELL_DRAIN_POWER               = 44131,
    SPELL_SIPHON_SOUL               = 43501,

    // Druid
    SPELL_DR_THORNS                 = 43420,
    SPELL_DR_LIFEBLOOM              = 43421,
    SPELL_DR_MOONFIRE               = 43545,

    // Hunter
    SPELL_HU_EXPLOSIVE_TRAP         = 43444,
    SPELL_HU_FREEZING_TRAP          = 43447,
    SPELL_HU_SNAKE_TRAP             = 43449,

    // Mage
    SPELL_MG_FIREBALL               = 41383,
    SPELL_MG_FROST_NOVA             = 43426,
    SPELL_MG_ICE_LANCE              = 43427,
    SPELL_MG_FROSTBOLT              = 43428,

    // Paladin
    SPELL_PA_CONSECRATION           = 43429,
    SPELL_PA_AVENGING_WRATH         = 43430,
    SPELL_PA_HOLY_LIGHT             = 43451,

    // Priest
    SPELL_PR_HEAL                   = 41372,
    SPELL_PR_MIND_BLAST             = 41374,
    SPELL_PR_SW_DEATH               = 41375,
    SPELL_PR_PSYCHIC_SCREAM         = 43432,
    SPELL_PR_MIND_CONTROL           = 43550,
    SPELL_PR_PAIN_SUPP              = 44416,

    // Rogue
    SPELL_RO_BLIND                  = 43433,
    SPELL_RO_SLICE_DICE             = 43457,
    SPELL_RO_WOUND_POISON           = 43461,

    // Shaman
    SPELL_SH_CHAIN_LIGHT            = 43435,
    SPELL_SH_FIRE_NOVA              = 43436,
    SPELL_SH_HEALING_WAVE           = 43548,

    // Warlock
    SPELL_WL_CURSE_OF_DOOM          = 43439,
    SPELL_WL_RAIN_OF_FIRE           = 43440,
    SPELL_WL_UNSTABLE_AFFL          = 43522,
    SPELL_WL_UNSTABLE_AFFL_DISPEL   = 43523,

    // Warrior
    SPELL_WR_MORTAL_STRIKE          = 43441,
    SPELL_WR_WHIRLWIND              = 43442,
    SPELL_WR_SPELL_REFLECT          = 43443,

    // Thurg
    SPELL_BLOODLUST                 = 43578,
    SPELL_CLEAVE                    = 15496,

    // Gazakroth
    SPELL_FIREBOLT                  = 43584,

    // Alyson Antille
    SPELL_FLASH_HEAL                = 43575,
    SPELL_DISPEL_MAGIC              = 43577,

    // Lord Raadan
    SPELL_FLAME_BREATH              = 43582,
    SPELL_THUNDERCLAP               = 43583,

    // Darkheart
    SPELL_PSYCHIC_WAIL              = 43590,

    // Slither
    SPELL_VENOM_SPIT                = 43579,

    // Fenstalker
    SPELL_VOLATILE_INFECTION        = 43586,

    // Koragg
    SPELL_COLD_STARE                = 43593,
    SPELL_MIGHTY_BLOW               = 43592

};

#define ORIENT                  1.5696f
#define POS_Y                   921.2795f
#define POS_Z                   33.8883f

static float Pos_X[4] = {112.8827f, 107.8827f, 122.8827f, 127.8827f};

static uint32 AddEntryList[8] =
{
    24240, //Alyson Antille
    24241, //Thurg
    24242, //Slither
    24243, //Lord Raadan
    24244, //Gazakroth
    24245, //Fenstalker
    24246, //Darkheart
    24247  //Koragg
};

enum AbilityTarget
{
    ABILITY_TARGET_SELF = 0,
    ABILITY_TARGET_VICTIM = 1,
    ABILITY_TARGET_ENEMY = 2,
    ABILITY_TARGET_HEAL = 3,
    ABILITY_TARGET_BUFF = 4,
    ABILITY_TARGET_SPECIAL = 5
};

struct PlayerAbilityStruct
{
    uint32 spell;
    AbilityTarget target;
    uint32 cooldown; //FIXME - it's never used
};

static PlayerAbilityStruct PlayerAbility[][3] =
{
    // 1 warrior
    {   {SPELL_WR_SPELL_REFLECT, ABILITY_TARGET_SELF, 10000},
        {SPELL_WR_WHIRLWIND, ABILITY_TARGET_SELF, 10000},
        {SPELL_WR_MORTAL_STRIKE, ABILITY_TARGET_VICTIM, 6000}
    },
    // 2 paladin
    {   {SPELL_PA_CONSECRATION, ABILITY_TARGET_SELF, 10000},
        {SPELL_PA_HOLY_LIGHT, ABILITY_TARGET_HEAL, 10000},
        {SPELL_PA_AVENGING_WRATH, ABILITY_TARGET_SELF, 10000}
    },
    // 3 hunter
    {   {SPELL_HU_EXPLOSIVE_TRAP, ABILITY_TARGET_SELF, 10000},
        {SPELL_HU_FREEZING_TRAP, ABILITY_TARGET_SELF, 10000},
        {SPELL_HU_SNAKE_TRAP, ABILITY_TARGET_SELF, 10000}
    },
    // 4 rogue
    {   {SPELL_RO_WOUND_POISON, ABILITY_TARGET_VICTIM, 3000},
        {SPELL_RO_SLICE_DICE, ABILITY_TARGET_SELF, 10000},
        {SPELL_RO_BLIND, ABILITY_TARGET_ENEMY, 10000}
    },
    // 5 priest
    {   {SPELL_PR_PAIN_SUPP, ABILITY_TARGET_HEAL, 10000},
        {SPELL_PR_HEAL, ABILITY_TARGET_HEAL, 10000},
        {SPELL_PR_PSYCHIC_SCREAM, ABILITY_TARGET_SELF, 10000}
    },
    // 5* shadow priest
    {   {SPELL_PR_MIND_CONTROL, ABILITY_TARGET_ENEMY, 15000},
        {SPELL_PR_MIND_BLAST, ABILITY_TARGET_ENEMY, 5000},
        {SPELL_PR_SW_DEATH, ABILITY_TARGET_ENEMY, 10000}
    },
    // 7 shaman
    {   {SPELL_SH_FIRE_NOVA, ABILITY_TARGET_SELF, 10000},
        {SPELL_SH_HEALING_WAVE, ABILITY_TARGET_HEAL, 10000},
        {SPELL_SH_CHAIN_LIGHT, ABILITY_TARGET_ENEMY, 8000}
    },
    // 8 mage
    {   {SPELL_MG_FIREBALL, ABILITY_TARGET_ENEMY, 5000},
        {SPELL_MG_FROSTBOLT, ABILITY_TARGET_ENEMY, 5000},
        {SPELL_MG_ICE_LANCE, ABILITY_TARGET_SPECIAL, 2000}
    },
    // 9 warlock
    {   {SPELL_WL_CURSE_OF_DOOM, ABILITY_TARGET_ENEMY, 10000},
        {SPELL_WL_RAIN_OF_FIRE, ABILITY_TARGET_ENEMY, 10000},
        {SPELL_WL_UNSTABLE_AFFL, ABILITY_TARGET_ENEMY, 10000}
    },
    // 11 druid
    {   {SPELL_DR_LIFEBLOOM, ABILITY_TARGET_HEAL, 10000},
        {SPELL_DR_THORNS, ABILITY_TARGET_SELF, 10000},
        {SPELL_DR_MOONFIRE, ABILITY_TARGET_ENEMY, 8000}
    }
};

struct boss_hexlord_addAI : public ScriptedAI
{
    InstanceScript* instance;

    boss_hexlord_addAI(Creature* creature) : ScriptedAI(creature)
    {
        instance = creature->GetInstanceScript();
    }

    void Reset() override { }

    void EnterCombat(Unit* /*who*/) override
    {
        DoZoneInCombat();
    }

    void UpdateAI(uint32 /*diff*/) override
    {
        if (instance->GetData(DATA_HEXLORDEVENT) != IN_PROGRESS)
        {
            EnterEvadeMode();
            return;
        }

        DoMeleeAttackIfReady();
    }
};

class boss_hexlord_malacrass : public CreatureScript
{
public:

    boss_hexlord_malacrass()
        : CreatureScript("boss_hexlord_malacrass")
    {
    }

    struct boss_hex_lord_malacrassAI : public ScriptedAI
    {
        boss_hex_lord_malacrassAI(Creature* creature) : ScriptedAI(creature)
        {
            instance = creature->GetInstanceScript();
            SelectAddEntry();
            for (uint8 i = 0; i < 4; ++i)
                AddGUID[i] = 0;
        }

        InstanceScript* instance;

        uint64 AddGUID[4];
        uint32 AddEntry[4];

        uint64 PlayerGUID;

        uint32 SpiritBolts_Timer;
        uint32 DrainPower_Timer;
        uint32 SiphonSoul_Timer;
        uint32 PlayerAbility_Timer;
        uint32 CheckAddState_Timer;
        uint32 ResetTimer;

        uint32 PlayerClass;

        void Reset() override
        {
            instance->SetData(DATA_HEXLORDEVENT, NOT_STARTED);

            SpiritBolts_Timer = 20000;
            DrainPower_Timer = 60000;
            SiphonSoul_Timer = 100000;
            PlayerAbility_Timer = 99999;
            CheckAddState_Timer = 5000;
            ResetTimer = 5000;

            SpawnAdds();

            me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, 46916);
            me->SetByteValue(UNIT_FIELD_BYTES_2, 0, SHEATH_STATE_MELEE);
        }

        void EnterCombat(Unit* /*who*/) override
        {
            instance->SetData(DATA_HEXLORDEVENT, IN_PROGRESS);

            DoZoneInCombat();
            Talk(SAY_AGGRO);

            for (uint8 i = 0; i < 4; ++i)
            {
                Creature* creature = ObjectAccessor::GetCreature(*me, AddGUID[i]);
                if (creature && creature->IsAlive())
                    creature->AI()->AttackStart(me->GetVictim());
                else
                {
                    EnterEvadeMode();
                    break;
                }
            }
        }

        void KilledUnit(Unit* /*victim*/) override
        {
            switch (urand(0, 1))
            {
                case 0:
                    Talk(SAY_KILL_ONE);
                    break;
                case 1:
                    Talk(SAY_KILL_TWO);
                    break;
            }
        }

        void JustDied(Unit* /*killer*/) override
        {
            instance->SetData(DATA_HEXLORDEVENT, DONE);

            Talk(SAY_DEATH);

            for (uint8 i = 0; i < 4; ++i)
            {
                Unit* Temp = ObjectAccessor::GetUnit(*me, AddGUID[i]);
                if (Temp && Temp->IsAlive())
                    Unit::DealDamage(Temp, Temp, Temp->GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
            }
        }

        void SelectAddEntry()
        {
            std::vector<uint32> AddList;

            for (uint8 i = 0; i < 8; ++i)
                AddList.push_back(AddEntryList[i]);

            while (AddList.size() > 4)
                AddList.erase(AddList.begin() + rand() % AddList.size());

            uint8 i = 0;
            for (std::vector<uint32>::const_iterator itr = AddList.begin(); itr != AddList.end(); ++itr, ++i)
                AddEntry[i] = *itr;
        }

        void SpawnAdds()
        {
            for (uint8 i = 0; i < 4; ++i)
            {
                Creature* creature = (ObjectAccessor::GetCreature((*me), AddGUID[i]));
                if (!creature || !creature->IsAlive())
                {
                    if (creature) creature->setDeathState(DEAD);
                    creature = me->SummonCreature(AddEntry[i], Pos_X[i], POS_Y, POS_Z, ORIENT, TEMPSUMMON_DEAD_DESPAWN, 0);
                    if (creature) AddGUID[i] = creature->GetGUID();
                }
                else
                {
                    creature->AI()->EnterEvadeMode();
                    creature->SetPosition(Pos_X[i], POS_Y, POS_Z, ORIENT);
                    creature->StopMovingOnCurrentPos();
                }
            }
        }

        void UpdateAI(uint32 diff) override
        {
            if (!UpdateVictim())
                return;

            if (ResetTimer <= diff)
            {
                if (me->IsWithinDist3d(119.223f, 1035.45f, 29.4481f, 10))
                {
                    EnterEvadeMode();
                    return;
                }
                ResetTimer = 5000;
            }
            else ResetTimer -= diff;

            if (CheckAddState_Timer <= diff)
            {
                for (uint8 i = 0; i < 4; ++i)
                    if (Creature* temp = ObjectAccessor::GetCreature(*me, AddGUID[i]))
                        if (temp->IsAlive() && !temp->GetVictim())
                            temp->AI()->AttackStart(me->GetVictim());

                CheckAddState_Timer = 5000;
            }
            else CheckAddState_Timer -= diff;

            if (DrainPower_Timer <= diff)
            {
                DoCast(me, SPELL_DRAIN_POWER, true);
                Talk(SAY_DRAIN_POWER);
                DrainPower_Timer = urand(40000, 55000);    // must cast in 60 sec, or buff/debuff will disappear
            }
            else DrainPower_Timer -= diff;

            if (SpiritBolts_Timer <= diff)
            {
                if (DrainPower_Timer < 12000)    // channel 10 sec
                    SpiritBolts_Timer = 13000;   // cast drain power first
                else
                {
                    DoCast(me, SPELL_SPIRIT_BOLTS, false);
                    Talk(SAY_SPIRIT_BOLTS);
                    SpiritBolts_Timer = 40000;
                    SiphonSoul_Timer = 10000;    // ready to drain
                    PlayerAbility_Timer = 99999;
                }
            }
            else SpiritBolts_Timer -= diff;

            if (SiphonSoul_Timer <= diff)
            {
                Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 70, true);
                Unit* trigger = DoSpawnCreature(NPC_TEMP_TRIGGER, 0, 0, 0, 0, TEMPSUMMON_TIMED_DESPAWN, 30000);
                if (!target || !trigger)
                {
                    EnterEvadeMode();
                    return;
                }
                else
                {
                    trigger->SetDisplayId(11686);
                    trigger->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
                    trigger->CastSpell(target, SPELL_SIPHON_SOUL, true);
                    trigger->GetMotionMaster()->MoveChase(me);

                    //DoCast(target, SPELL_SIPHON_SOUL, true);
                    //me->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, target->GetGUID());
                    //me->SetUInt32Value(UNIT_CHANNEL_SPELL, SPELL_SIPHON_SOUL);

                    PlayerGUID = target->GetGUID();
                    PlayerAbility_Timer = urand(8000, 10000);
                    PlayerClass = target->getClass() - 1;

                    if (PlayerClass == CLASS_DRUID - 1)
                        PlayerClass = CLASS_DRUID;
                    else if (PlayerClass == CLASS_PRIEST - 1 && target->HasSpell(15473))
                        PlayerClass = CLASS_PRIEST; // shadow priest

                    SiphonSoul_Timer = 99999;   // buff lasts 30 sec
                }
            }
            else SiphonSoul_Timer -= diff;

            if (PlayerAbility_Timer <= diff)
            {
                //Unit* target = ObjectAccessor::GetUnit(*me, PlayerGUID);
                //if (target && target->IsAlive())
                //{
                UseAbility();
                PlayerAbility_Timer = urand(8000, 10000);
                //}
            }
            else PlayerAbility_Timer -= diff;

            DoMeleeAttackIfReady();
        }

        void UseAbility()
        {
            uint8 random = urand(0, 2);
            Unit* target = nullptr;
            switch (PlayerAbility[PlayerClass][random].target)
            {
                case ABILITY_TARGET_SELF:
                    target = me;
                    break;
                case ABILITY_TARGET_VICTIM:
                    target = me->GetVictim();
                    break;
                case ABILITY_TARGET_ENEMY:
                default:
                    target = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true);
                    break;
                case ABILITY_TARGET_HEAL:
                    target = DoSelectLowestHpFriendly(50, 0);
                    break;
                case ABILITY_TARGET_BUFF:
                    {
                        std::list<Creature*> templist = DoFindFriendlyMissingBuff(50, PlayerAbility[PlayerClass][random].spell);
                        if (!templist.empty())
                            target = *(templist.begin());
                    }
                    break;
            }
            if (target)
                DoCast(target, PlayerAbility[PlayerClass][random].spell, false);
        }
    };

    CreatureAI* GetAI(Creature* creature) const override
    {
        return GetInstanceAI<boss_hex_lord_malacrassAI>(creature);
    }
};

class boss_thurg : public CreatureScript
{
public:

    boss_thurg()
        : CreatureScript("boss_thurg")
    {
    }

    struct boss_thurgAI : public boss_hexlord_addAI
    {

        boss_thurgAI(Creature* creature) : boss_hexlord_addAI(creature) { }

        uint32 bloodlust_timer;
        uint32 cleave_timer;

        void Reset() override
        {
            bloodlust_timer = 15000;
            cleave_timer = 10000;

            boss_hexlord_addAI::Reset();
        }

        void UpdateAI(uint32 diff) override
        {
            if (!UpdateVictim())
                return;

            if (bloodlust_timer <= diff)
            {
                std::list<Creature*> templist = DoFindFriendlyMissingBuff(50, SPELL_BLOODLUST);
                if (!templist.empty())
                {
                    if (Unit* target = *(templist.begin()))
                        DoCast(target, SPELL_BLOODLUST, false);
                }
                bloodlust_timer = 12000;
            }
            else bloodlust_timer -= diff;

            if (cleave_timer <= diff)
            {
                DoCastVictim(SPELL_CLEAVE, false);
                cleave_timer = 12000; //3 sec cast
            }
            else cleave_timer -= diff;

            boss_hexlord_addAI::UpdateAI(diff);
        }
    };

    CreatureAI* GetAI(Creature* creature) const override
    {
        return GetInstanceAI<boss_thurgAI>(creature);
    }
};

class boss_alyson_antille : public CreatureScript
{
public:

    boss_alyson_antille()
        : CreatureScript("boss_alyson_antille")
    {
    }

    struct boss_alyson_antilleAI : public boss_hexlord_addAI
    {
        //Holy Priest
        boss_alyson_antilleAI(Creature* creature) : boss_hexlord_addAI(creature) { }

        uint32 flashheal_timer;
        uint32 dispelmagic_timer;

        void Reset() override
        {
            flashheal_timer = 2500;
            dispelmagic_timer = 10000;

            //AcquireGUID();

            boss_hexlord_addAI::Reset();
        }

        void AttackStart(Unit* who) override
        {
            if (!who)
                return;

            if (who->isTargetableForAttack())
            {
                if (me->Attack(who, false))
                {
                    me->GetMotionMaster()->MoveChase(who, 20);
                    me->AddThreat(who, 0.0f);
                }
            }
        }

        void UpdateAI(uint32 diff) override
        {
            if (!UpdateVictim())
                return;

            if (flashheal_timer <= diff)
            {
                Unit* target = DoSelectLowestHpFriendly(99, 30000);
                if (target)
                {
                    if (target->IsWithinDistInMap(me, 50))
                        DoCast(target, SPELL_FLASH_HEAL, false);
                    else
                    {
                        // bugged
                        //me->GetMotionMaster()->Clear();
                        //me->GetMotionMaster()->MoveChase(target, 20);
                    }
                }
                else
                {
                    if (urand(0, 1))
                        target = DoSelectLowestHpFriendly(50, 0);
                    else
                        target = SelectTarget(SELECT_TARGET_RANDOM, 0);
                    if (target)
                        DoCast(target, SPELL_DISPEL_MAGIC, false);
                }
                flashheal_timer = 2500;
            }
            else flashheal_timer -= diff;

            /*if (dispelmagic_timer <= diff)
            {
            if (urand(0, 1))
            {
                Unit* target = SelectTarget();

                DoCast(target, SPELL_DISPEL_MAGIC, false);
            }
            else
                me->CastSpell(SelectUnit(SELECT_TARGET_RANDOM, 0), SPELL_DISPEL_MAGIC, false);

            dispelmagic_timer = 12000;
            } else dispelmagic_timer -= diff;*/

            boss_hexlord_addAI::UpdateAI(diff);
        }
    };

    CreatureAI* GetAI(Creature* creature) const override
    {
        return GetInstanceAI<boss_alyson_antilleAI>(creature);
    }
};

struct boss_gazakrothAI : public boss_hexlord_addAI
{
    boss_gazakrothAI(Creature* creature) : boss_hexlord_addAI(creature)  { }

    uint32 firebolt_timer;

    void Reset() override
    {
        firebolt_timer = 2000;
        boss_hexlord_addAI::Reset();
    }

    void AttackStart(Unit* who) override
    {
        if (!who)
            return;

        if (who->isTargetableForAttack())
        {
            if (me->Attack(who, false))
            {
                me->GetMotionMaster()->MoveChase(who, 20);
                me->AddThreat(who, 0.0f);
            }
        }
    }

    void UpdateAI(uint32 diff) override
    {
        if (!UpdateVictim())
            return;

        if (firebolt_timer <= diff)
        {
            DoCastVictim(SPELL_FIREBOLT, false);
            firebolt_timer = 700;
        }
        else firebolt_timer -= diff;

        boss_hexlord_addAI::UpdateAI(diff);
    }
};

class boss_lord_raadan : public CreatureScript
{
public:

    boss_lord_raadan()
        : CreatureScript("boss_lord_raadan")
    {
    }

    struct boss_lord_raadanAI : public boss_hexlord_addAI
    {
        boss_lord_raadanAI(Creature* creature) : boss_hexlord_addAI(creature)  { }

        uint32 flamebreath_timer;
        uint32 thunderclap_timer;

        void Reset() override
        {
            flamebreath_timer = 8000;
            thunderclap_timer = 13000;

            boss_hexlord_addAI::Reset();

        }
        void UpdateAI(uint32 diff) override
        {
            if (!UpdateVictim())
                return;

            if (thunderclap_timer <= diff)
            {
                DoCastVictim(SPELL_THUNDERCLAP, false);
                thunderclap_timer = 12000;
            }
            else thunderclap_timer -= diff;

            if (flamebreath_timer <= diff)
            {
                DoCastVictim(SPELL_FLAME_BREATH, false);
                flamebreath_timer = 12000;
            }
            else flamebreath_timer -= diff;

            boss_hexlord_addAI::UpdateAI(diff);
        }
    };

    CreatureAI* GetAI(Creature* creature) const override
    {
        return GetInstanceAI<boss_lord_raadanAI>(creature);
    }
};

class boss_darkheart : public CreatureScript
{
public:

    boss_darkheart()
        : CreatureScript("boss_darkheart")
    {
    }

    struct boss_darkheartAI : public boss_hexlord_addAI
    {
        boss_darkheartAI(Creature* creature) : boss_hexlord_addAI(creature)  { }

        uint32 psychicwail_timer;

        void Reset() override
        {
            psychicwail_timer = 8000;
            boss_hexlord_addAI::Reset();
        }
        void UpdateAI(uint32 diff) override
        {
            if (!UpdateVictim())
                return;

            if (psychicwail_timer <= diff)
            {
                DoCastVictim(SPELL_PSYCHIC_WAIL, false);
                psychicwail_timer = 12000;
            }
            else psychicwail_timer -= diff;

            boss_hexlord_addAI::UpdateAI(diff);
        }
    };

    CreatureAI* GetAI(Creature* creature) const override
    {
        return GetInstanceAI<boss_darkheartAI>(creature);
    }
};


class boss_slither : public CreatureScript
{
public:

    boss_slither()
        : CreatureScript("boss_slither")
    {
    }

    struct boss_slitherAI : public boss_hexlord_addAI
    {
        boss_slitherAI(Creature* creature) : boss_hexlord_addAI(creature) { }

        uint32 venomspit_timer;

        void Reset() override
        {
            venomspit_timer = 5000;
            boss_hexlord_addAI::Reset();
        }

        void AttackStart(Unit* who) override
        {
            if (!who)
                return;

            if (who->isTargetableForAttack())
            {
                if (me->Attack(who, false))
                {
                    me->GetMotionMaster()->MoveChase(who, 20);
                    me->AddThreat(who, 0.0f);
                }
            }
        }

        void UpdateAI(uint32 diff) override
        {
            if (!UpdateVictim())
                return;

            if (venomspit_timer <= diff)
            {
                if (Unit* victim = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
                    DoCast(victim, SPELL_VENOM_SPIT, false);
                venomspit_timer = 2500;
            }
            else venomspit_timer -= diff;

            boss_hexlord_addAI::UpdateAI(diff);
        }
    };

    CreatureAI* GetAI(Creature* creature) const override
    {
        return GetInstanceAI<boss_slitherAI>(creature);
    }
};

class boss_fenstalker : public CreatureScript
{
public:

    boss_fenstalker()
        : CreatureScript("boss_fenstalker")
    {
    }

    struct boss_fenstalkerAI : public boss_hexlord_addAI
    {
        boss_fenstalkerAI(Creature* creature) : boss_hexlord_addAI(creature) { }

        uint32 volatileinf_timer;

        void Reset() override
        {
            volatileinf_timer = 15000;
            boss_hexlord_addAI::Reset();

        }
        void UpdateAI(uint32 diff) override
        {
            if (!UpdateVictim())
                return;

            if (volatileinf_timer <= diff)
            {
                // core bug
                me->GetVictim()->CastSpell(me->GetVictim(), SPELL_VOLATILE_INFECTION, false);
                volatileinf_timer = 12000;
            }
            else volatileinf_timer -= diff;

            boss_hexlord_addAI::UpdateAI(diff);
        }
    };

    CreatureAI* GetAI(Creature* creature) const override
    {
        return GetInstanceAI<boss_fenstalkerAI>(creature);
    }
};

class boss_koragg : public CreatureScript
{
public:

    boss_koragg()
        : CreatureScript("boss_koragg")
    {
    }

    struct boss_koraggAI : public boss_hexlord_addAI
    {
        boss_koraggAI(Creature* creature) : boss_hexlord_addAI(creature) { }

        uint32 coldstare_timer;
        uint32 mightyblow_timer;

        void Reset() override
        {
            coldstare_timer = 15000;
            mightyblow_timer = 10000;
            boss_hexlord_addAI::Reset();

        }
        void UpdateAI(uint32 diff) override
        {
            if (!UpdateVictim())
                return;

            if (mightyblow_timer <= diff)
            {
                DoCastVictim(SPELL_MIGHTY_BLOW, false);
                mightyblow_timer = 12000;
            }
            if (coldstare_timer <= diff)
            {
                if (Unit* victim = SelectTarget(SELECT_TARGET_RANDOM, 0, 100, true))
                    DoCast(victim, SPELL_COLD_STARE, false);
                coldstare_timer = 12000;
            }

            boss_hexlord_addAI::UpdateAI(diff);
        }
    };

    CreatureAI* GetAI(Creature* creature) const override
    {
        return GetInstanceAI<boss_koraggAI>(creature);
    }
};

class spell_hexlord_unstable_affliction : public SpellScriptLoader
{
public:
    spell_hexlord_unstable_affliction() : SpellScriptLoader("spell_hexlord_unstable_affliction") { }

    class spell_hexlord_unstable_affliction_AuraScript : public AuraScript
    {
        PrepareAuraScript(spell_hexlord_unstable_affliction_AuraScript);

        bool Validate(SpellInfo const* /*spell*/) override
        {
            if (!sSpellMgr->GetSpellInfo(SPELL_WL_UNSTABLE_AFFL_DISPEL))
                return false;
            return true;
        }

        void HandleDispel(DispelInfo* dispelInfo)
        {
            if (Unit* caster = GetCaster())
                caster->CastSpell(dispelInfo->GetDispeller(), SPELL_WL_UNSTABLE_AFFL_DISPEL, true, NULL, GetEffect(EFFECT_0));
        }

        void Register() override
        {
            AfterDispel += AuraDispelFn(spell_hexlord_unstable_affliction_AuraScript::HandleDispel);
        }
    };

    AuraScript* GetAuraScript() const override
    {
        return new spell_hexlord_unstable_affliction_AuraScript();
    }
};

void AddSC_boss_hex_lord_malacrass()
{
    new boss_hexlord_malacrass();
    new boss_thurg();
    // new boss_gazakroth();
    new boss_lord_raadan();
    new boss_darkheart();
    new boss_slither();
    new boss_fenstalker();
    new boss_koragg();
    new boss_alyson_antille();
    new spell_hexlord_unstable_affliction();
}

